But thats only gonna satisfy a hand full of people so the person making the game like that would loose OUT BIGTIME. Not to mention this isnt the 90's anymore we have alot more technological advancements.
How they are now would probably be more succesfull than Turn based. But from what i seen the turn based now looks totatly different from TB in the 90's
I think that's half the point some have been trying to get across in this thread. :thumbsup:
Equating the turn-based gaming you see in Fallout 1 as the extent of what the genre is innately capable of, is kind of like only ever having played the first Doom, and then assuming that there just wasn't any room for improvement beyond that technological level.
I don't think any of us "pro turn-based" proponents here would claim that very much effort has been put into advancing the genre lately. Or that there's really much more than a niche market at the moment. Or that a fully turn-based RPG would sell as well as Fallout 3 has.
But I still don't care about any of that. The point is simply that's what I'd really like to play.
You can't spice up turn-base to the equivalent of real-time, where characters move with complete freedom, at will, or at the same time, it is TURN based.
I don't see why not. Procedural animation and modern technology could easily open tons of new options on the turn-based front. The very fact that the computer is allowed to pause and catch up with it's calculations without having to maintain a constant framerate during all of this action also opens up avenues for more detailed effects. Not to mention that taking away the limitations of button presses out of the equation could very conceivably open up tons more options for virtually any interaction.
Let's take making an Unarmed attack in Fallout: New Vegas as an example (as it's been somewhat expanded from Fallout 3 in that area.) Essentially, you're limited to using the one button press for an attack. On occasion you might do a special attack. And you can combine that left-click (or trigger button depending on whether you're playing on PC or console, and how you've mapped your keys,) with a movement to open up a couple of other special attacks. (ie, moving back while holding down "attack," etc.) You're still limited by what a player can be expected to be able to do with a controller or a mouse and keyboard in a short space of time. So using F:NV's template as an example, the most options you'll
ever be able to choose from is 10. (ie - pressing "attack," holding "attack," pressing "attack" while moving in any of the four possible directions, holding "attack" while moving in any of the four possible directions.)
That might sound like plenty - but I doubt a game designer is ever even going to use that many for a real-time game. I don't see your average player being able to effectively keep track of that many options, decide which to use (much less which combination will activate it) in the amount of time necessary for it to be effective.
Turn based simply doesn't have these limitations. I could have an infinite variety of ways to perform an unarmed attack on an enemy. Context-sensitive menus and well-designed interface could make it very natural and easy to select from a massive variety of options to decide the best attack to choose for any possible situation. Take the classic "Bruce Lee" example. Now, the real Bruce Lee in a fight has hundreds of variables he's going to be weighing (as a trained master of the martial arts) during a fight. He's going to be able to instinctively and immediately decide which of the hundreds of options he has, to choose the best possible attack for any imaginable situation. Me, roleplaying as Bruce Lee in a real-time game - I'm not going to have access to a fraction of those attacks; and even if I did I'm not going to have the capability to pull most of them off, much less be able to do so as quickly as Bruce Lee. My "Bruce" character is being held back by my own limitations as a mere mortal.
Me, roleplaying as Bruce Lee in a turn-based RPG, however - I have that same amount of options potentially at my disposal.
Now, a lot of people aren't going to care about that. Current market trends show that most gamers don't. I'm just saying that I do. The latter is preferable to me.